Gal-Zabor

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Gal-Zabor is a North American country and is one of the major players in the war. They are located where Idaho and Utah used to be. They are south of [[Elled]] and [[The Great Waste]], east of [[Svensylsquatostan]], north of [[Deseret]] and [[The Baron Lands]] and northwest of [[Istarra]]. The country is very open to [[magic]] users, especially [[necromancy|necromancers]] and [[yogamancy|yogamancers]].
Gal-Zabor is a North American country and is one of the major players in the war. They are located where Idaho and Utah used to be. They are south of [[Elled]] and [[The Great Waste]], east of [[Svensylsquatostan]], north of [[Deseret]] and [[The Baron Lands]] and northwest of [[Istarra]]. The country is very open to [[magic]] users, especially [[necromancy|necromancers]] and [[yogamancy|yogamancers]].
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==General History==
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==Origin and General History==
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Originally a guardhouse manned by [[Kraggi]] and his two associates, [[Chuck]] and [[Skippy]], Gal-Zabor started when Kraggi sheltered a few magic users from a simple band of 'witchhunters'.
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Taking residence by their new 'protectors' and providing them with the basics of food, water, and maintenence (and entertainment, if you get my meaning), they were welcomed to live with the three.
 +
Soon after, the magic users left, only to return with many more that needed the same protection Kraggi offered to the group before, which Kraggi agreed to provide.
 +
Soon after, a small village was born, and the guardhouse of Gal-Zabor become the village of Gal-Zabor, which after many more refugees came, became the city of Gal-Zabor.
 +
Soon the small guardhouse became a grand temple and Kraggi became the first citizen of Gal-Zabor.
 +
Even magic users and thier families saw the safety of this countryless city, moving into area surrounding and setting up farms and smaller towns.
 +
All the while, Kraggi promoted the use of magic, espeically [[yogamancy]], the magic of [[Sanje]], and also advertizing Sanje for worship.
 +
With it's own towns, people, and government, Gal-Zabor became a nation, one which provided protection to those who wish to use magic freely without prejudice or persecution.
 +
 
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==Economy==
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Due to a labor force of thousands of unyielding, unsleeping, skilled zombie workers, Gal-Zabor rarely has to import anything to it's country, never having to rely on technology when they can easily keep pace using sheer undying manpower. Since most of the population is undead, Gal-Zabor does not need much in the form of sustanance. Due to a overpowering work force which is easy to maintain, the majority of the population is well off, and freely spends it's cash and time to craft and design high quality items to each other at very low prices, resulting in a consistant upward spiral for the economy.
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==Politics==
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==Foreign relations and military==
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[[Gal-Zaborian military]]
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==Culture==
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Gal-Zaborians are, at some point down their family tree, refugees (Except for Kraggi's bloodline, technically).
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This is an important factor in the mixture of miss-matched sub-societies in Gal-Zabor, which pepper the cities. In general, the Gal-Zabor culture is considerably lax between the living classes, as devisions between poor and rich are difficult to see, due to the level of technology, and the gypsy-like vibe most of the citizens carry with them. The undead, however, have a much more structured ruling, mostly due to how dulling an ever-extending life beyond death can be.
 +
 
 +
Contrary to popular belief, not all Gal-Zaborians believe in Sanje as a god. Sanje's teachings, along with yogamancy, is not taught as compulsory in Gal-Zabor's education systems, though it is readily available. This freedom, along with the well executed education system, is one of the main reasons Kraggi's reign remained unchallenged.
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==Gal-Zaborian Cities==
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[[Gal-Zabor city|Gal-Zabor]]
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[[Tuksaul]]
==Main Characters==
==Main Characters==
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[[Captains Homer and Helen]]
[[Captains Homer and Helen]]
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[[Grant]]
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==Minor Characters==
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[[Grant Correl]]
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 +
[[Ben Charron]]
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[[Ben]]
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[[Sergeant Lee]]

Current revision as of 14:28, 4 August 2007

Gal-Zabor is a North American country and is one of the major players in the war. They are located where Idaho and Utah used to be. They are south of Elled and The Great Waste, east of Svensylsquatostan, north of Deseret and The Baron Lands and northwest of Istarra. The country is very open to magic users, especially necromancers and yogamancers.

Contents

Origin and General History

Originally a guardhouse manned by Kraggi and his two associates, Chuck and Skippy, Gal-Zabor started when Kraggi sheltered a few magic users from a simple band of 'witchhunters'. Taking residence by their new 'protectors' and providing them with the basics of food, water, and maintenence (and entertainment, if you get my meaning), they were welcomed to live with the three. Soon after, the magic users left, only to return with many more that needed the same protection Kraggi offered to the group before, which Kraggi agreed to provide. Soon after, a small village was born, and the guardhouse of Gal-Zabor become the village of Gal-Zabor, which after many more refugees came, became the city of Gal-Zabor. Soon the small guardhouse became a grand temple and Kraggi became the first citizen of Gal-Zabor. Even magic users and thier families saw the safety of this countryless city, moving into area surrounding and setting up farms and smaller towns. All the while, Kraggi promoted the use of magic, espeically yogamancy, the magic of Sanje, and also advertizing Sanje for worship. With it's own towns, people, and government, Gal-Zabor became a nation, one which provided protection to those who wish to use magic freely without prejudice or persecution.

Economy

Due to a labor force of thousands of unyielding, unsleeping, skilled zombie workers, Gal-Zabor rarely has to import anything to it's country, never having to rely on technology when they can easily keep pace using sheer undying manpower. Since most of the population is undead, Gal-Zabor does not need much in the form of sustanance. Due to a overpowering work force which is easy to maintain, the majority of the population is well off, and freely spends it's cash and time to craft and design high quality items to each other at very low prices, resulting in a consistant upward spiral for the economy.

Politics

Foreign relations and military

Gal-Zaborian military

Culture

Gal-Zaborians are, at some point down their family tree, refugees (Except for Kraggi's bloodline, technically). This is an important factor in the mixture of miss-matched sub-societies in Gal-Zabor, which pepper the cities. In general, the Gal-Zabor culture is considerably lax between the living classes, as devisions between poor and rich are difficult to see, due to the level of technology, and the gypsy-like vibe most of the citizens carry with them. The undead, however, have a much more structured ruling, mostly due to how dulling an ever-extending life beyond death can be.

Contrary to popular belief, not all Gal-Zaborians believe in Sanje as a god. Sanje's teachings, along with yogamancy, is not taught as compulsory in Gal-Zabor's education systems, though it is readily available. This freedom, along with the well executed education system, is one of the main reasons Kraggi's reign remained unchallenged.

Gal-Zaborian Cities

Gal-Zabor

Tuksaul

Main Characters

Kraggi

Ann Pertchin

Captains Homer and Helen

Minor Characters

Grant Correl

Ben Charron

Sergeant Lee

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